I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Re: hate how the mouse works? have i got the script for you!

i see you like my var for alpha 1's ship object i still got to do a few things, like come up with some better indicaters, roll control on button 2+mousex, and the big one is to throw in some damp calculation, cause right now it ignores it. anyway when its done hopefully it will serve as a good interim solution till they implement it in c. it makes flying with a mouse a hella lot easyer.

I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

--------------------------------------------------SoL is looking for a sound effect artistPlease PM me in case you want to apply---------------------------------Shadows of Lylat - A Freespace 2 total conversion(hosted by Game-Warden)----------------------------------

I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Re: hate how the mouse works? have i got the script for you!

For those curious, what this does is eliminate the need to keep moving the mouse to keep turning the ship, a problem which has caused a long thread elsewhere. Now the mouse works like a joystick! Move it a few inches and stop, and the ship keeps turning. It's no longer necessary to keep picking up the mouse and repositioning it! Awesome.

Umm, is the gauge even necessary? And if you use button 2 to roll (an idea I like), does that mean you can't fire missiles with it anymore?

ive added some more astheticly pleasing gauges. ive also added deadzone support for the mouse, you may tweak the dead variable to your liking. bigger number means more deadzone, 1 is the full range of motion 0.5 is half. i find a low value like 0.05 works well, to give you a small snap to indicate you reached center. bigger deadzones can be harder to deal with, and if you have a steady hand you can just set it to zero to get a fluid range. no matter what setting you use it will always run a full smooth 0-1 gradient from the edge of the dead zone to the edge of the range max. to change the deadzone just change the number on this line to whatever you want:dead = 0.05 --factor of how much range of motion is dead, 1 is max 0 is min

ive also added a roll mode, enabled by the middle button, if you dont have a middle button you can use your right (or left for that matter) my changing this line:rolltoggle = io.isButtonDown(MOUSE_MIDDLE_BUTTON)torolltoggle = io.isButtonDown(MOUSE_RIGHT_BUTTON)i used middle so i could use my right for missiles.

now i still havent plugged in scale factors for different screen resolutions yet. it might be a little large cause i designed it for 1280*1024, but i intent to make it uniform, at any resolution. i also havent plugged damping values yet. not sure how yet, i might need to ask wmc about that. but theyre on my to do list.

I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Your problems sounds awfully lot like the older 'plr' handle issue that dropped game immediately when encountered if the actual exe file was of certain type. That is it worked with debugs and IIRC also on some redmenace builds but failed on all 369RCs for example

I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Re: hate how the mouse works? have i got the script for you!

I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Re: hate how the mouse works? have i got the script for you!

no, id advise agaisnt that for a few reasons. first being it breaks the other control modes. you notice while running the script you can no longer turn with the keypad, and id assume the joystick wouldnt work either. secondly it breaks the way the ships manuver, ignoring rotdamp (for now). it should respect the maximum turn rates for your ship though. while i may be able script in some fixes to theese problems. however sence theyr gonna do the same thing in c later on down the line, its better just to think of this as an interim solution for mousers. i really just did it to play with physics handles and the mouse interface.

I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Re: hate how the mouse works? have i got the script for you!

im currently coding in some new features. the first being a config menu to allow you to configure things like deadzone and which button to use for roll. i think il mess with the file stuff and try to get it to save a config, which it will check for on load.

I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.